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Enhancing the acceptance of smart sensing in psychotherapy patients: findings from a randomized controlled trial 提高心理治疗患者对智能传感的接受度:随机对照试验的结果
Pub Date : 2024-04-18 DOI: 10.3389/fdgth.2024.1335776
Fabian Rottstädt, Eduard Becker, Gabriele Wilz, Ilona Croy, Harald Baumeister, Y. Terhorst
Smart sensing has the potential to make psychotherapeutic treatments more effective. It involves the passive analysis and collection of data generated by digital devices. However, acceptance of smart sensing among psychotherapy patients remains unclear. Based on the unified theory of acceptance and use of technology (UTAUT), this study investigated (1) the acceptance toward smart sensing in a sample of psychotherapy patients (2) the effectiveness of an acceptance facilitating intervention (AFI) and (3) the determinants of acceptance.Patients (N = 116) were randomly assigned to a control group (CG) or intervention group (IG). The IG received a video AFI on smart sensing, and the CG a control video. An online questionnaire was used to assess acceptance of smart sensing, performance expectancy, effort expectancy, facilitating conditions and social influence. The intervention effects of the AFI on acceptance were investigated. The determinants of acceptance were analyzed with structural equation modeling (SEM).The IG showed a moderate level of acceptance (M = 3.16, SD = 0.97), while the CG showed a low level (M = 2.76, SD = 1.0). The increase in acceptance showed a moderate effect in the intervention group (p < .05, d = 0.4). For the IG, performance expectancy (M = 3.92, SD = 0.7), effort expectancy (M = 3.90, SD = 0.98) as well as facilitating conditions (M = 3.91, SD = 0.93) achieved high levels. Performance expectancy (γ = 0.63, p < .001) and effort expectancy (γ = 0.36, p < .001) were identified as the core determinants of acceptance explaining 71.1% of its variance. The fit indices supported the model's validity (CFI = .95, TLI = .93, RMSEA = .08).The low acceptance in the CG suggests that enhancing the acceptance should be considered, potentially increasing the use and adherence to the technology. The current AFI was effective in doing so and is thus a promising approach. The IG also showed significantly higher performance expectancy and social influence and, in general, a strong expression of the UTAUT factors. The results support the applicability of the UTAUT in the context of smart sensing in a clinical sample, as the included predictors were able to explain a great amount of the variance of acceptance.
智能传感有可能使心理治疗更加有效。它涉及对数字设备产生的数据进行被动分析和收集。然而,心理治疗患者对智能传感的接受程度仍不明确。基于技术接受和使用的统一理论(UTAUT),本研究调查了(1)心理治疗患者对智能传感的接受程度(2)促进接受的干预措施(AFI)的有效性(3)接受的决定因素。患者(N = 116)被随机分配到对照组(CG)或干预组(IG)。干预组(IG)接受关于智能传感的 AFI 视频,对照组(CG)接受对照视频。通过在线问卷对智能传感的接受度、表现预期、努力预期、便利条件和社会影响进行评估。调查了 AFI 对接受度的干预效果。接受度的决定因素通过结构方程模型(SEM)进行了分析。IG 的接受度为中等水平(M = 3.16,SD = 0.97),而 CG 的接受度为低水平(M = 2.76,SD = 1.0)。在干预组中,接受度的提高显示出中等程度的效果(p < .05,d = 0.4)。在综合督导组中,成绩期望值(M = 3.92,SD = 0.7)、努力期望值(M = 3.90,SD = 0.98)和促进条件(M = 3.91,SD = 0.93)都达到了较高水平。绩效预期(γ = 0.63,p < .001)和努力预期(γ = 0.36,p < .001)被认为是接受度的核心决定因素,解释了接受度方差的 71.1%。拟合指数支持模型的有效性(CFI = .95,TLI = .93,RMSEA = .08)。CG 的接受度较低,这表明应考虑提高接受度,从而增加对技术的使用和坚持。目前的 AFI 在这方面很有效,因此是一种很有前途的方法。IG 也显示出明显更高的绩效预期和社会影响,总体而言,UTAUT 因素的表达也很强烈。研究结果表明,UTAUT 适用于临床样本中的智能传感,因为所包含的预测因子能够解释接受度的大量差异。
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引用次数: 0
The unmet promise of trustworthy AI in healthcare: why we fail at clinical translation 值得信赖的人工智能在医疗保健领域的前景尚未实现:为什么我们在临床转化方面失败了?
Pub Date : 2024-04-18 DOI: 10.3389/fdgth.2024.1279629
Valerie K. Bürger, Julia Amann, Cathrine K. T. Bui, Jana Fehr, V. Madai
Artificial intelligence (AI) has the potential to revolutionize healthcare, for example via decision support systems, computer vision approaches, or AI-based prevention tools. Initial results from AI applications in healthcare show promise but are rarely translated into clinical practice successfully and ethically. This occurs despite an abundance of “Trustworthy AI” guidelines. How can we explain the translational gaps of AI in healthcare? This paper offers a fresh perspective on this problem, showing that failing translation of healthcare AI markedly arises from a lack of an operational definition of “trust” and “trustworthiness”. This leads to (a) unintentional misuse concerning what trust (worthiness) is and (b) the risk of intentional abuse by industry stakeholders engaging in ethics washing. By pointing out these issues, we aim to highlight the obstacles that hinder translation of Trustworthy medical AI to practice and prevent it from fulfilling its unmet promises.
人工智能(AI)具有彻底改变医疗保健的潜力,例如通过决策支持系统、计算机视觉方法或基于人工智能的预防工具。人工智能在医疗保健领域应用的初步成果显示出前景,但很少能成功且符合道德规范地转化为临床实践。尽管制定了大量 "值得信赖的人工智能 "指南,但这种情况依然存在。我们如何解释人工智能在医疗保健领域的转化差距?本文对这一问题提供了一个全新的视角,表明医疗人工智能转化失败的主要原因是缺乏对 "信任 "和 "可信性 "的可操作定义。这将导致:(a)关于什么是信任(值得信赖)的无意误用;(b)行业利益相关者在进行伦理清洗时有意滥用的风险。通过指出这些问题,我们旨在强调阻碍将 "值得信赖的医疗人工智能 "转化为实践的障碍,并阻止其实现尚未实现的承诺。
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引用次数: 0
Editorial: Scaling-up health-IT—sustainable digital health implementation and diffusion 社论:扩大卫生信息技术--可持续的数字卫生实施和推广
Pub Date : 2024-04-15 DOI: 10.3389/fdgth.2024.1296495
H. Schlieter, K. Gand, Lisa A. Marsch, Wai Sze Chan, Tobias Kowatsch
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引用次数: 0
A game-based learning approach to sleep hygiene education: a pilot investigation 基于游戏的睡眠卫生教育学习方法:试点调查
Pub Date : 2024-04-12 DOI: 10.3389/fdgth.2024.1334840
Christine Seaver, Clint Bowers, Deborah Beidel, Lisa Holt, Sridhar Ramakrishnan
Sleep hygiene education (SHE) consists of environmental and behavioral practices primarily intended to reduce sleep problems. Currently considered ineffective as a stand-alone treatment, the manner in which the education is typically delivered may be ineffective for the acquisition of new knowledge. The purpose of this study was to determine if a more engaging teaching medium may improve the efficacy of sleep hygiene education. This study examined the use of game-based learning to teach SHE to individuals with sleep problems.35 participants played the SHE games for 30 days. Differences in pre- and post-state anxiety and sleep quality measures were examined.Participants had significant improvements in sleep quality and state anxiety after using the app for 30 days, although scores for the majority of patients remained elevated.This pilot investigation provides initial evidence for the efficacy of a game-based approach to SHE.
睡眠卫生教育(SHE)包括环境和行为实践,主要目的是减少睡眠问题。目前,作为一种独立的治疗方法,睡眠卫生教育被认为是无效的,而且通常的教育方式对于新知识的获取可能也是无效的。本研究旨在确定一种更具吸引力的教学媒介是否能提高睡眠卫生教育的效果。本研究考察了使用游戏学习法向有睡眠问题的人教授睡眠卫生知识的情况。35 名参与者在 30 天内玩了睡眠卫生游戏。这项试点调查为基于游戏的睡眠卫生教育方法的有效性提供了初步证据。
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引用次数: 0
A perspective on digital health platform design and its implementation at national level 数字医疗平台设计及其在国家层面实施的视角
Pub Date : 2024-04-11 DOI: 10.3389/fdgth.2024.1260855
Manisha Mantri, Gaur Sunder, Sanjay Kadam, Aditya Abhyankar
Accessible and affordable health services and products including medicines, vaccines, and public health are an important health agenda of all countries. It is well understood that without digital health technologies, countries will face difficulties in tackling the needs and demands of their population. Global agencies including the World Health Organization (WHO), United Nations (UN), International Telecommunication Union (ITU), etc. have been instrumental in providing various tools, and guidance through digital health strategies in improving health and digital health maturity of the countries. The Digital Health Platform Handbook (DHPH) is a toolkit published by WHO and ITU to help countries create and implement a digital health platform (DHP) to serve as the underlying infrastructure for an interoperable and integrated national digital health system. We apply the foundational principles of DHPH and provide a perspective of DHP components in a layered, enterprise architecture of a digital health infrastructure. India has rolled out the blueprint of its National Digital Health Mission (NDHM) to address the emerging needs for digitization of healthcare in the country. In this paper, we also illustrate the design and implementation of WHO-ITU DHP components at the national level by exploring India's digital health mission implementation utilizing various digital public goods to build a digital health ecosystem in the country.
包括药品、疫苗和公共卫生在内的可获得、可负担的卫生服务和产品是所有国家的重要卫生议程。众所周知,如果没有数字卫生技术,各国将难以满足人民的需要和需求。世界卫生组织 (WHO)、联合国 (UN)、国际电信联盟 (ITU) 等全球机构通过数字健康战略提供了各种工具和指导,在提高各国健康水平和数字健康成熟度方面发挥了重要作用。数字健康平台手册》(DHPH)是世卫组织和国际电联发布的一个工具包,旨在帮助各国创建和实施数字健康平台(DHP),将其作为可互操作的一体化国家数字健康系统的基础架构。我们应用了 DHPH 的基本原则,并提供了数字卫生基础设施分层企业架构中 DHP 组件的视角。印度已经推出了国家数字健康计划(NDHM)蓝图,以满足该国对医疗保健数字化的新需求。在本文中,我们还通过探讨印度数字卫生使命的实施情况,利用各种数字公共产品在该国建立数字卫生生态系统,说明了世界卫生组织-国际电信联盟数字卫生基础设施组件在国家层面的设计和实施情况。
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引用次数: 0
Empowering inclusivity: improving readability of living kidney donation information with ChatGPT 增强包容性:利用 ChatGPT 提高活体肾脏捐献信息的可读性
Pub Date : 2024-04-10 DOI: 10.3389/fdgth.2024.1366967
Oscar A. Garcia Valencia, C. Thongprayoon, Jing Miao, S. Suppadungsuk, P. Krisanapan, Iasmina M. Craici, Carrie Jadlowiec, Shennen A. Mao, M. Mao, Napat Leeaphorn, Pooja Budhiraja, W. Cheungpasitporn
Background Addressing disparities in living kidney donation requires making information accessible across literacy levels, especially important given that the average American adult reads at an 8th-grade level. This study evaluated the effectiveness of ChatGPT, an advanced AI language model, in simplifying living kidney donation information to an 8th-grade reading level or below. Methods We used ChatGPT versions 3.5 and 4.0 to modify 27 questions and answers from Donate Life America, a key resource on living kidney donation. We measured the readability of both original and modified texts using the Flesch-Kincaid formula. A paired t-test was conducted to assess changes in readability levels, and a statistical comparison between the two ChatGPT versions was performed. Results Originally, the FAQs had an average reading level of 9.6 ± 1.9. Post-modification, ChatGPT 3.5 achieved an average readability level of 7.72 ± 1.85, while ChatGPT 4.0 reached 4.30 ± 1.71, both with a p-value <0.001 indicating significant reduction. ChatGPT 3.5 made 59.26% of answers readable below 8th-grade level, whereas ChatGPT 4.0 did so for 96.30% of the texts. The grade level range for modified answers was 3.4–11.3 for ChatGPT 3.5 and 1–8.1 for ChatGPT 4.0. Conclusion Both ChatGPT 3.5 and 4.0 effectively lowered the readability grade levels of complex medical information, with ChatGPT 4.0 being more effective. This suggests ChatGPT's potential role in promoting diversity and equity in living kidney donation, indicating scope for further refinement in making medical information more accessible.
背景 要解决活体肾脏捐献中的不平等问题,就必须让不同文化水平的人都能获取信息,鉴于美国成年人的平均阅读水平仅为八年级,这一点尤为重要。本研究评估了高级人工智能语言模型 ChatGPT 在将活体肾脏捐献信息简化到八年级或以下阅读水平方面的效果。方法 我们使用 ChatGPT 3.5 和 4.0 版本修改了来自美国捐赠生命组织的 27 个问题和答案,这是有关活体肾脏捐赠的重要资源。我们使用 Flesch-Kincaid 公式测量了原始文本和修改后文本的可读性。我们采用配对 t 检验来评估可读性水平的变化,并对两个 ChatGPT 版本进行了统计比较。结果 最初,常见问题的平均阅读水平为 9.6 ± 1.9。修改后,ChatGPT 3.5 的平均可读性水平达到了 7.72 ± 1.85,而 ChatGPT 4.0 则达到了 4.30 ± 1.71,两者的 p 值均小于 0.001,表明可读性显著降低。ChatGPT 3.5 使 59.26% 的答案可读性低于八年级水平,而 ChatGPT 4.0 则使 96.30% 的文章可读性低于八年级水平。ChatGPT 3.5 和 ChatGPT 4.0 修改后答案的年级范围分别为 3.4-11.3 年级和 1-8.1 年级。结论 ChatGPT 3.5 和 4.0 都有效地降低了复杂医学信息的可读性等级,其中 ChatGPT 4.0 的效果更好。这表明 ChatGPT 在促进活体肾脏捐献的多样性和公平性方面具有潜在作用,同时也表明在使医疗信息更易于获取方面还有进一步改进的空间。
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引用次数: 0
Thematic analysis of stakeholder perceptions for co-creative healthcare XR resource design and development; traversing a minefield of opportunities 专题分析利益相关者对共同创造性医疗 XR 资源设计和开发的看法;穿越充满机遇的雷区
Pub Date : 2024-04-10 DOI: 10.3389/fdgth.2024.1341349
P. Antoniou, Annita Varella, James D. Pickering, Charalambos Chatzimallis, Vassiliki Moumtzi, Panagiotis D. Bamidis
Introduction The expansive curricular volume of healthcare education makes a necessity the incorporation of innovative methods and immersive media in it. The core challenge in such approaches is the timely development of relevant immersive content such as Virtual, Augmented or Mixed Reality (VR/AR/MR) resources for healthcare topics. There is currently significant interest in the use of co-creative methods for streamlining immersive content development. Methods A core research pursuit in this translational research field is the formulation of evidence-based, optimized workflows that streamline immersive content creation allowing for rapid expansion of innovative educational approaches in healthcare curricula. The purpose of this paper is to aggregate the perceptions of healthcare technologists and educators who participated in a series of co-creation sessions in order to elicit their best practice insights for design and development of XR educational resources using co-creative methods. Results According to our thematic analysis, findings of the qualitative study demonstrated that a rigorous organizational approach is required to maintain a constructive exchange of information and to keep the design process alive for both content and technical experts. In addition, rapid prototype and display of co-created features can empower their contributions and help them design more efficiently. Discussion Co-creative content production can benefit from adaption of existing frameworks and lightweight authoring environments that can facilitate generalized XR content development use cases.
导言:医疗保健教育的课程内容繁多,因此必须采用创新方法和沉浸式媒体。这种方法的核心挑战是及时开发相关的沉浸式内容,如医疗保健主题的虚拟、增强或混合现实(VR/AR/MR)资源。目前,人们对使用共同创作方法来简化沉浸式内容开发非常感兴趣。方法 这一转化研究领域的核心研究目标是制定以证据为基础的优化工作流程,以简化沉浸式内容创建,从而在医疗保健课程中迅速推广创新教育方法。本文旨在汇总参加了一系列共同创造会议的医疗保健技术专家和教育工作者的看法,以征求他们对使用共同创造方法设计和开发 XR 教育资源的最佳实践见解。结果 根据我们的主题分析,定性研究的结果表明,需要采取严格的组织方法来保持建设性的信息交流,并使内容和技术专家的设计过程保持活力。此外,共创功能的快速原型和展示可以增强他们的贡献,帮助他们更有效地进行设计。讨论 对现有框架和轻量级创作环境进行改编,可促进 XR 内容开发使用案例的普及,从而使共同创作内容的制作受益匪浅。
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引用次数: 0
Co-design personal sleep health technology for and with university students 与大学生共同设计个人睡眠健康技术
Pub Date : 2024-04-09 DOI: 10.3389/fdgth.2024.1371808
Zi-Yun Liang, Edward Melcer, Kingkarn Khotchasing, Nhung Huyen Hoang
University students often experience sleep disturbances and disorders. Personal digital technologies present a great opportunity for sleep health promotion targeting this population. However, studies that engage university students in designing and implementing digital sleep health technologies are scarce. This study sought to understand how we could build digital sleep health technologies that meet the needs of university students through a co-design process. We conducted three co-design workshops with 51 university students to identify design opportunities and to generate features for sleep health apps through workshop activities. The generated ideas were organized using the stage-based model of self-tracking so that our findings could be well-situated within the context of personal health informatics. Our findings contribute new design opportunities for sleep health technologies targeting university students along the dimensions of sleep environment optimization, online community, gamification, generative AI, materializing sleep with learning, and personalization.
大学生经常出现睡眠障碍和失调。个人数字技术为针对这一人群的睡眠健康促进工作提供了巨大的机遇。然而,让大学生参与设计和实施数字睡眠健康技术的研究却很少。本研究试图了解我们如何通过共同设计过程来构建满足大学生需求的数字睡眠健康技术。我们与 51 名大学生开展了三次共同设计研讨会,以确定设计机会,并通过研讨会活动生成睡眠健康应用程序的功能。我们使用基于阶段的自我跟踪模型对所产生的想法进行了整理,以便将我们的研究结果很好地融入个人健康信息学的背景中。我们的发现为针对大学生的睡眠健康技术提供了新的设计机会,包括睡眠环境优化、在线社区、游戏化、生成式人工智能、通过学习实现睡眠物化以及个性化等方面。
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引用次数: 0
Development and feasibility assessment of a virtual reality-based aerobic exercise program with real-time pulse rate monitoring on hemodynamic and arterial stiffness in healthy people: a pilot study 基于虚拟现实的有氧运动项目的开发与可行性评估:一项试点研究,该项目对健康人的血液动力学和动脉僵化进行了实时脉搏监测
Pub Date : 2024-04-08 DOI: 10.3389/fdgth.2024.1356837
Kornanong Yuenyongchaiwat, Natsinee Sermsinsathong, P. Songsorn, Noppawan Charususin, Sasipa Buranapuntalug, Chatchai Buekban, C. Thanawattano
Introduction Virtual reality (VR) exercises are reportedly beneficial as a physical activity tool for health promotion and rehabilitation, and can also help individuals exercise under professional supervision. We developed and investigated the potential feasibility of a VR-based aerobic exercise program using the XBOX ONE console and Kinect sensor with real-time pulse rate monitoring. The VR setting consisted of two-dimensional (2D) environments via computer, laptop, or television screens. In addition, the study investigated the potential feasibility of the VR-based exercise program on hemodynamic response and arterial stiffness in healthy participants of various ages. Methods Healthy participants (n = 30) aged > 18 years were enrolled in the VR exercise-based program. All participants were required to wear a polar heart rate (HR) monitor set for moderate-intensity exercise, targeting 40%–59% of their HR reserve. Hemodynamic and arterial stiffness (pulse wave velocity) were noninvasively measured. The Borg scale rate of perceived exertion (RPE) was also assessed. Results Following a VR-guided exercise routine, all participants performed moderate-intensity exercise with no adverse health outcomes during or after the exercise. The effects of VR-based aerobic exercise extended beyond enhanced central hemodynamic and arterial stiffness. However, neither hemodynamic nor arterial stiffness showed significant differences before and after the VR exercise, except for a higher RPE response following the exercise program. Conclusion VR-based aerobic exercise with pulse rate monitoring is a promising physical activity tool to induce physiological changes and impact dyspnea scales and is also feasible for administration to healthy populations.
导言:据报道,虚拟现实(VR)运动作为一种体育锻炼工具,对促进健康和康复大有裨益,而且还能帮助个人在专业指导下进行锻炼。我们利用 XBOX ONE 游戏机和 Kinect 传感器以及实时脉搏监测功能,开发并研究了基于 VR 的有氧运动项目的潜在可行性。VR 环境包括通过电脑、笔记本电脑或电视屏幕显示的二维(2D)环境。此外,该研究还调查了基于 VR 的锻炼计划对不同年龄段健康参与者的血液动力学反应和动脉僵化的潜在可行性。方法 年龄大于 18 岁的健康参与者(n = 30)参加了基于 VR 的锻炼计划。所有参与者都必须佩戴极地心率(HR)监测器,设置为中等强度运动,目标为其心率储备的 40%-59% 。对血液动力学和动脉僵化(脉搏波速度)进行了无创测量。此外,还对博格量表感知用力率(RPE)进行了评估。结果 在 VR 指导下,所有参与者都进行了中等强度的锻炼,在锻炼期间或之后均未出现不良健康后果。基于 VR 的有氧运动的效果超出了增强中枢血液动力学和动脉僵化的范围。然而,除了运动后 RPE 反应较高之外,血液动力学和动脉僵化在 VR 运动前后均未显示出显著差异。结论 基于脉搏监测的 VR 有氧运动是一种很有前景的体育锻炼工具,可诱导生理变化并影响呼吸困难量表,同时也适用于健康人群。
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引用次数: 0
Editorial: Telehealth and connected health: equity and access to care 社论:远程医疗和联网健康:平等和获得医疗服务
Pub Date : 2024-04-04 DOI: 10.3389/fdgth.2024.1399325
Mirna Becevic, A. Mehrotra
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引用次数: 0
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Frontiers in Digital Health
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